Mercurial > sdl-ios-xcode
annotate test/testhaptic.c @ 4586:e479c1e57c52
SDL_Textures should work with XRender now provided that the texture format and screen format match. This is only a temporary limitation.
author | Sunny Sachanandani <sunnysachanandani@gmail.com> |
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date | Wed, 16 Jun 2010 10:50:01 +0530 |
parents | 9de326b3099c |
children |
rev | line source |
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1 /* |
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2 Copyright (c) 2008, Edgar Simo Serra |
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3 All rights reserved. |
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4 |
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5 Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: |
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6 |
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7 * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. |
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8 * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. |
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9 * Neither the name of the Simple Directmedia Layer (SDL) nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. |
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10 |
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11 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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12 */ |
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13 |
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14 /* |
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15 * includes |
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16 */ |
3338 | 17 #include <stdlib.h> |
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18 #include "SDL.h" |
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19 #include "SDL_haptic.h" |
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20 |
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21 #include <stdio.h> /* printf */ |
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22 #include <string.h> /* strstr */ |
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23 #include <ctype.h> /* isdigit */ |
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24 |
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25 |
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26 static SDL_Haptic *haptic; |
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27 |
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28 |
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29 /* |
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30 * prototypes |
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31 */ |
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32 static void abort_execution(void); |
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33 static void HapticPrintSupported(SDL_Haptic * haptic); |
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34 |
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35 |
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36 /** |
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37 * @brief The entry point of this force feedback demo. |
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38 * @param[in] argc Number of arguments. |
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39 * @param[in] argv Array of argc arguments. |
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40 */ |
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41 int |
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42 main(int argc, char **argv) |
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43 { |
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44 int i; |
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45 char *name; |
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46 int index; |
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47 SDL_HapticEffect efx[5]; |
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48 int id[5]; |
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49 int nefx; |
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50 unsigned int supported; |
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51 |
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52 name = NULL; |
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53 index = -1; |
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54 if (argc > 1) { |
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55 name = argv[1]; |
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56 if ((strcmp(name, "--help") == 0) || (strcmp(name, "-h") == 0)) { |
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57 printf("USAGE: %s [device]\n" |
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58 "If device is a two-digit number it'll use it as an index, otherwise\n" |
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59 "it'll use it as if it were part of the device's name.\n", |
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60 argv[0]); |
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61 return 0; |
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62 } |
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63 |
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64 i = strlen(name); |
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65 if ((i < 3) && isdigit(name[0]) && ((i == 1) || isdigit(name[1]))) { |
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66 index = atoi(name); |
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67 name = NULL; |
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68 } |
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69 } |
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70 |
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71 /* Initialize the force feedbackness */ |
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72 SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_JOYSTICK | |
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73 SDL_INIT_HAPTIC); |
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74 printf("%d Haptic devices detected.\n", SDL_NumHaptics()); |
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75 if (SDL_NumHaptics() > 0) { |
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76 /* We'll just use index or the first force feedback device found */ |
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77 if (name == NULL) { |
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78 i = (index != -1) ? index : 0; |
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79 } |
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80 /* Try to find matching device */ |
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81 else { |
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82 for (i = 0; i < SDL_NumHaptics(); i++) { |
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83 if (strstr(SDL_HapticName(i), name) != NULL) |
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84 break; |
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85 } |
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86 |
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87 if (i >= SDL_NumHaptics()) { |
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88 printf("Unable to find device matching '%s', aborting.\n", |
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89 name); |
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90 return 1; |
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91 } |
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92 } |
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93 |
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94 haptic = SDL_HapticOpen(i); |
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95 if (haptic == NULL) { |
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96 printf("Unable to create the haptic device: %s\n", |
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97 SDL_GetError()); |
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98 return 1; |
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99 } |
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100 printf("Device: %s\n", SDL_HapticName(i)); |
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101 HapticPrintSupported(haptic); |
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102 } else { |
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103 printf("No Haptic devices found!\n"); |
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104 return 1; |
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105 } |
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106 |
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107 /* We only want force feedback errors. */ |
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108 SDL_ClearError(); |
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109 |
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110 /* Create effects. */ |
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111 memset(&efx, 0, sizeof(efx)); |
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112 nefx = 0; |
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113 supported = SDL_HapticQuery(haptic); |
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114 |
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115 printf("\nUploading effects\n"); |
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116 /* First we'll try a SINE effect. */ |
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117 if (supported & SDL_HAPTIC_SINE) { |
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118 printf(" effect %d: Sine Wave\n", nefx); |
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119 efx[nefx].type = SDL_HAPTIC_SINE; |
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120 efx[nefx].periodic.period = 1000; |
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121 efx[nefx].periodic.magnitude = 0x4000; |
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122 efx[nefx].periodic.length = 5000; |
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123 efx[nefx].periodic.attack_length = 1000; |
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124 efx[nefx].periodic.fade_length = 1000; |
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125 id[nefx] = SDL_HapticNewEffect(haptic, &efx[nefx]); |
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126 if (id[nefx] < 0) { |
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127 printf("UPLOADING EFFECT ERROR: %s\n", SDL_GetError()); |
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128 abort_execution(); |
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129 } |
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130 nefx++; |
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131 } |
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132 /* Now we'll try a SAWTOOTHUP */ |
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133 if (supported & SDL_HAPTIC_SAWTOOTHUP) { |
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134 printf(" effect %d: Sawtooth Up\n", nefx); |
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135 efx[nefx].type = SDL_HAPTIC_SQUARE; |
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136 efx[nefx].periodic.period = 500; |
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137 efx[nefx].periodic.magnitude = 0x5000; |
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138 efx[nefx].periodic.length = 5000; |
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139 efx[nefx].periodic.attack_length = 1000; |
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140 efx[nefx].periodic.fade_length = 1000; |
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141 id[nefx] = SDL_HapticNewEffect(haptic, &efx[nefx]); |
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142 if (id[nefx] < 0) { |
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143 printf("UPLOADING EFFECT ERROR: %s\n", SDL_GetError()); |
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144 abort_execution(); |
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145 } |
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146 nefx++; |
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147 } |
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148 /* Now the classical constant effect. */ |
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149 if (supported & SDL_HAPTIC_CONSTANT) { |
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150 printf(" effect %d: Constant Force\n", nefx); |
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151 efx[nefx].type = SDL_HAPTIC_CONSTANT; |
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152 efx[nefx].constant.direction.type = SDL_HAPTIC_POLAR; |
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153 efx[nefx].constant.direction.dir[0] = 20000; /* Force comes from the south-west. */ |
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154 efx[nefx].constant.length = 5000; |
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155 efx[nefx].constant.level = 0x6000; |
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156 efx[nefx].constant.attack_length = 1000; |
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157 efx[nefx].constant.fade_length = 1000; |
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158 id[nefx] = SDL_HapticNewEffect(haptic, &efx[nefx]); |
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159 if (id[nefx] < 0) { |
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160 printf("UPLOADING EFFECT ERROR: %s\n", SDL_GetError()); |
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161 abort_execution(); |
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162 } |
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163 nefx++; |
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164 } |
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165 /* The cute spring effect. */ |
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166 if (supported & SDL_HAPTIC_SPRING) { |
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167 printf(" effect %d: Condition Spring\n", nefx); |
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168 efx[nefx].type = SDL_HAPTIC_SPRING; |
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169 efx[nefx].condition.length = 5000; |
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170 for (i = 0; i < SDL_HapticNumAxes(haptic); i++) { |
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171 efx[nefx].condition.right_sat[i] = 0x7FFF; |
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172 efx[nefx].condition.left_sat[i] = 0x7FFF; |
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173 efx[nefx].condition.right_coeff[i] = 0x2000; |
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174 efx[nefx].condition.left_coeff[i] = 0x2000; |
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175 efx[nefx].condition.center[i] = 0x1000; /* Displace the center for it to move. */ |
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176 } |
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177 id[nefx] = SDL_HapticNewEffect(haptic, &efx[nefx]); |
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178 if (id[nefx] < 0) { |
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179 printf("UPLOADING EFFECT ERROR: %s\n", SDL_GetError()); |
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180 abort_execution(); |
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181 } |
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182 nefx++; |
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183 } |
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184 /* The pretty awesome inertia effect. */ |
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185 if (supported & SDL_HAPTIC_INERTIA) { |
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186 printf(" effect %d: Condition Inertia\n", nefx); |
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187 efx[nefx].type = SDL_HAPTIC_SPRING; |
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188 efx[nefx].condition.length = 5000; |
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189 for (i = 0; i < SDL_HapticNumAxes(haptic); i++) { |
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190 efx[nefx].condition.right_sat[i] = 0x7FFF; |
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191 efx[nefx].condition.left_sat[i] = 0x7FFF; |
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192 efx[nefx].condition.right_coeff[i] = 0x2000; |
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193 efx[nefx].condition.left_coeff[i] = 0x2000; |
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194 } |
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195 id[nefx] = SDL_HapticNewEffect(haptic, &efx[nefx]); |
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196 if (id[nefx] < 0) { |
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197 printf("UPLOADING EFFECT ERROR: %s\n", SDL_GetError()); |
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198 abort_execution(); |
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199 } |
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200 nefx++; |
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201 } |
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202 |
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203 printf |
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204 ("\nNow playing effects for 5 seconds each with 1 second delay between\n"); |
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205 for (i = 0; i < nefx; i++) { |
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206 printf(" Playing effect %d\n", i); |
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207 SDL_HapticRunEffect(haptic, id[i], 1); |
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208 SDL_Delay(6000); /* Effects only have length 5000 */ |
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209 } |
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210 |
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211 /* Quit */ |
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212 if (haptic != NULL) |
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213 SDL_HapticClose(haptic); |
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214 SDL_Quit(); |
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215 |
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216 return 0; |
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217 } |
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218 |
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219 |
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220 /* |
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221 * Cleans up a bit. |
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222 */ |
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223 static void |
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224 abort_execution(void) |
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225 { |
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226 printf("\nAborting program execution.\n"); |
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227 |
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228 SDL_HapticClose(haptic); |
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229 SDL_Quit(); |
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230 |
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231 exit(1); |
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232 } |
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233 |
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234 |
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235 /* |
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236 * Displays information about the haptic device. |
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237 */ |
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238 static void |
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239 HapticPrintSupported(SDL_Haptic * haptic) |
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240 { |
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241 unsigned int supported; |
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242 |
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243 supported = SDL_HapticQuery(haptic); |
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244 printf(" Supported effects [%d effects, %d playing]:\n", |
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245 SDL_HapticNumEffects(haptic), SDL_HapticNumEffectsPlaying(haptic)); |
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246 if (supported & SDL_HAPTIC_CONSTANT) |
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247 printf(" constant\n"); |
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248 if (supported & SDL_HAPTIC_SINE) |
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249 printf(" sine\n"); |
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250 if (supported & SDL_HAPTIC_SQUARE) |
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251 printf(" square\n"); |
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252 if (supported & SDL_HAPTIC_TRIANGLE) |
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253 printf(" triangle\n"); |
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254 if (supported & SDL_HAPTIC_SAWTOOTHUP) |
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255 printf(" sawtoothup\n"); |
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256 if (supported & SDL_HAPTIC_SAWTOOTHDOWN) |
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257 printf(" sawtoothdown\n"); |
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258 if (supported & SDL_HAPTIC_RAMP) |
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259 printf(" ramp\n"); |
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260 if (supported & SDL_HAPTIC_FRICTION) |
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261 printf(" friction\n"); |
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262 if (supported & SDL_HAPTIC_SPRING) |
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263 printf(" spring\n"); |
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264 if (supported & SDL_HAPTIC_DAMPER) |
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265 printf(" damper\n"); |
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266 if (supported & SDL_HAPTIC_INERTIA) |
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267 printf(" intertia\n"); |
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268 if (supported & SDL_HAPTIC_CUSTOM) |
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269 printf(" custom\n"); |
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270 printf(" Supported capabilities:\n"); |
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271 if (supported & SDL_HAPTIC_GAIN) |
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272 printf(" gain\n"); |
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273 if (supported & SDL_HAPTIC_AUTOCENTER) |
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274 printf(" autocenter\n"); |
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275 if (supported & SDL_HAPTIC_STATUS) |
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276 printf(" status\n"); |
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277 } |